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Cryogenics Overhaul #1443
Cryogenics Overhaul #1443
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adding cryo chems to work after death balancing cryo chem formulas based on objectives balancing cryo chems healing based on formulas making cryo pods more efficient modifying how the body metabolise chemical mixes adding a way to split solution reagents evenly renaming Tramoxadone to Traumoxadone
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Finished code review. A good few suggestions, most nitpicky (sorry). Looks interesting! Testing changes locally.
// for every .25 units used, .5 units per second are added to the body, making cryo-pod more efficient than injections | ||
solutionToInject.ScaleSolution(cryoPod.PotencyAmount); |
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Interesting idea, would recommend noting this down in the guidebook.
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Another note - should this potency be applied to meds other than cryo-specific ones? I'd argue no - if it was, I can't see a reason to skip using cryo pods on a hospital ship, even if only to save on meds.
Base-tier meds are easy to make - Urist McSnakebite shows up, stick 'em on a bed, feed 'em some bicaridine and dylovene, sleep it off. Cryo meds require machinery to use and a fiddlier process to make, for the benefit of far more efficient healing for extreme cases.
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the reason cryo would be more efficient at everything is it would be able to apply the right amount to the exact locations needed. not that it heals faster, just more efficiently
this would be a benefit to doctors especially as we start removing easy access to chems
I however do not want to prevent anybody from being able to heal, back ally healing by shady doctors using shady practices is totally a thing. not as efficient, but it gets the job done in a pinch
Content.Shared/Chemistry/EntitySystems/SharedSolutionContainerSystem.cs
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…System.cs Co-authored-by: whatston3 <[email protected]>
Co-authored-by: whatston3 <[email protected]>
Co-authored-by: whatston3 <[email protected]>
Co-authored-by: whatston3 <[email protected]>
Co-authored-by: whatston3 <[email protected]>
Co-authored-by: whatston3 <[email protected]>
Co-authored-by: whatston3 <[email protected]>
Co-authored-by: whatston3 <[email protected]>
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Testing worked alright - stelloxadone is fun to use, gives more use for doxarubixadone, and cryoxadone works on the dead. All good there.
I was able to create a disgusting slurry of 10+ food ingredients and they all seemed to metabolize at once, I don't quite see what you're trying to do here, though. Toxins are limited, as written - that works well.
I think necrosol could use a buff as-is, it doesn't seem worth the resources unless you have access to omnizine-producing plants. Think a reduction to the metabolism rate for that chem might be useful.
// for every .25 units used, .5 units per second are added to the body, making cryo-pod more efficient than injections | ||
solutionToInject.ScaleSolution(cryoPod.PotencyAmount); |
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Another note - should this potency be applied to meds other than cryo-specific ones? I'd argue no - if it was, I can't see a reason to skip using cryo pods on a hospital ship, even if only to save on meds.
Base-tier meds are easy to make - Urist McSnakebite shows up, stick 'em on a bed, feed 'em some bicaridine and dylovene, sleep it off. Cryo meds require machinery to use and a fiddlier process to make, for the benefit of far more efficient healing for extreme cases.
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Tested the most recent changes locally. Works as before, cryoxadone changes show up in the guidebook chemical entry. Good stuff. I've got a suggested Cryogenics guidebook entry up, feel free to use or change it as you'd like.
I don't like that cryo pods completely avoid overdose with this set of changes (except with Pyrazine), and I think they'll need a nerf, but this seems to behave as you wanted it to. I'll approve the changes, but I think some rework or balance is needed. Guess we'll see how cloning fits in with new med?
this is part of the reason i added side effects to medications this way its a balancing act and needing to measure out what your going to need as to not cause damage while not providing any healing. ie if you have 0 tox you will still take the brute an genetic from stelloxadone. I believe more chems need negatives to make them feel more realistic or like in the case of the brute chems have dangerous mixtures if combine with each other. but without some feedback from people playing and indicating how things feel its hard to balance
part of this is a limitation of the code i would have to go in and create a system that can be used to group different med types and if not done right that can get really messy really fast. in the future something i think would be neat would be to be able to have the cryo pod be comprised of multiple components rather than glass and wire. then as components are upgraded you can increase the potency(manipulator?), how many chems it can inject at a time (matter bin?), so base, |
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You also didn't add a note // Frontier
to any of the added lines making it hard to track down on upstream updates and in yml and c#
Your Changelog are not how the Changelog used, this will not showup in game at all but just bug out. |
please utilize the constructive part of criticism what is it i need to change on my change log because all you have provided is that it is wrong, now how to improve it |
Use the format to make it show in game, try to keep it into 3 changelog lines top as to not fill the changelog too much |
ah, thank you. that has been updated to keep it short and sweet. i will double check that i didn't miss that step in my other one. thank you for the clarification on what i had missed. |
I've given this branch another look - I believe I have a suggestions branch that I'm happy with in terms of code. The branch itself is at whatston3:2024-06-12-CryogenicsOverhaul-suggestions. This has a merge with the current head of master, a commit with all of the cleanup for this PR, and a series of guidebook changes and cleanup. This suggestion branch:
This is my best attempt at getting this revised without changing behaviour. That said, behaviourally, I still think that cryo pods are insanely buffed in this change - it is now impossible to overdose with any medication in the cryo pod (save Pyrazine, or with Arachnids?), and trivializes healing live patients. You can create a cocktail of all of the basic drugs, put that into a keg, pour out a beaker with it as needed, and only use that to heal anyone (edit: who's alive) that comes in without a thought. I like the new drugs! I like the idea of buffing cryo pods! This is a good feature, I want this in. However, the way drugs are filtered is odd and avoids most of the downsides of metabolism as-is. If you fix that, I'm happy. More than willing to hash this out, just let me know. |
conceptually I love all the things happening here, just waiting for the code to be ready steady. personally, medical and chemistry are the areas of the game I have spent the least amount of time doing, since I find the current systems to be so flat and one dimensional, but I hope this is a good step in the right direction before we get any kind of new med |
Changes copied from https://github.com/whatston3 recomendations, many corrections to my poor spelling, as well as cleaning up description and comments i had missed as well as improving upon the medical cryogentics page in the book
adding cryo chems to work after death
balancing cryo chem formulas based on objectives
balancing cryo chems healing based on formulas
making cryo pods more efficient
modifying how the body metabolize chemical mixes
adding a way to split solution reagents evenly
renaming Tramoxadone to Traumoxadone
About the PR
added new cryo chem stelloxadone
modified dexo cryo chem to be a more complex solution to fall in line with other cryo chems but also improving its capabilities
modified cryox to not be an omni heal and negate the point of cryo chems but added blood restoration and significantly improved its asphyxiation healing
modified alox cryo chem to heal cold damage in addition to other burn damages so that omnizine was no longer the only way to heal dead cold damage
all cryo chems now work on the dead
tramoxadone is now traumoxadone
cryo pod is more efficient at administering chemicals
the body can now metabolize multiple meds at once, still preventing from poison power gaming (consider adding more medical mixes that result in dangerous chemicals like razorium to prevent medical power gaming)
Why / Balance
this is in my effort to help improve medical over all and making cryo a more impactful way of healing to make it actually used in game rather than being a joke concept.
How to test
Media
Breaking changes
Changelog
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